Guns with multiple HpFire0x
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So I’m watching the behavior of this new base I’ve made and I noticed something odd.
This base has rheinland battleship turrets mounted, specifically rh_battleship_turret01 (3 barrels), and rh_battleship_turret02 (2 barrels).
As I’m watching the base it starts firing on some enemy NPCs and I see that the two barrel guns are firing two beams, one out of each barrel. The three barrel gun however is firing only one beam, out of the center barrel.
Where is this behavior determined? I thought that the game automatically looked at the number of HpFire0x mounts in the *.cmp file and divided the total damage of the gun by the amount of HpFires (barrels) it sees. Then it would fire the number of beams that would correspond to the number of HpFire mounts.
That seems to be the case with the two barrel gun anyway.So, my questions are these?
1). Why isn’t my three barrel cannon firing three beams
2). Is the damage the gun is doing only 1/3 the amount specified in the [Munition] coding? (no wonder nobody wants the rheinland battleship on FLU…)Here’s the coding for the cannon in question:
[Munition]
nickname = rh_battleship_turret01_ammo
hp_type = hp_gun
requires_ammo = false
hit_pts = 2
hull_damage = 10000
energy_damage = 0
one_shot_sound = fire_capship_forward_gun
munition_hit_effect = rh_capgun_01_impact
const_effect = rh_gunboat_maingun
lifetime = 1.5
force_gun_ori = false
mass = 1
volume = 0[Gun]
nickname = rh_battleship_turret01
ids_name = 263473
ids_info = 264473
DA_archetype = equipment\models\turret\rh_turret01.cmp
material_library = equipment\models\rh_turret.mat
HP_child = HPConnect
hit_pts = 200000
explosion_resistance = 1
debris_type = debris_turret_huge
parent_impulse = 20
child_impulse = 80
volume = 0
mass = 10
damage_per_fire = 0
power_usage = 0
refire_delay = 1
muzzle_velocity = 1500
hp_gun_type = hp_gun
toughness = 1
flash_particle_name = rh_capgun_01_flash
flash_radius = 15
light_anim = l_gun01_flash
projectile_archetype = rh_battleship_turret01_ammo
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false[LOD]
obj = Root
LODranges = 0, 400[LOD]
obj = barrel
LODranges = 0, 700